using System;
using Kayac;
using UnityEngine;
using UnityEngine.Profiling;

public class ParticleRenderer : TriangleParticleRenderer
{
	[Serializable]
	public class Settings
	{
		public Vector3 invisiblePosition;

		public int particleCount;

		public float airResistance;

		public float decay;

		public float permutation;
	}

	private Vector3[] positions;

	private Vector3[] velocities;

	private Color32[] colors;

	private float[] radii;

	private Settings settings;

	private int nextIndex;

	private Vector3 cameraPos;

	private Matrix4x4 toView;

	private float lastDeltaTime;

	private CustomSampler sampler;

	private Action updateAction;

	public void ManualStart(Settings settings)
	{
	}

	public void Clear()
	{
	}

	public void ManualUpdate(float deltaTime, SimpleThreadPool threadPool)
	{
	}

	public void Emit(Vector3 position, Vector3 velocity, Color32 color, float particleRadius)
	{
	}

	private void InitParticles()
	{
	}

	private void UpdateParticles()
	{
	}

	private Vector3 TerminalVelocity()
	{
		return default(Vector3);
	}

	private Bounds CalcBounds()
	{
		return default(Bounds);
	}
}
